phaser/src/renderer/webgl/pipelines/MultiPipeline.js
2020-10-26 14:05:07 +00:00

1393 lines
46 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../../utils/Class');
var Earcut = require('../../../geom/polygon/Earcut');
var GetFastValue = require('../../../utils/object/GetFastValue');
var ShaderSourceFS = require('../shaders/Multi-frag.js');
var ShaderSourceVS = require('../shaders/Multi-vert.js');
var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
var Utils = require('../Utils');
var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
*
* The Multi Pipeline is the core 2D texture rendering pipeline used by Phaser in WebGL.
* Virtually all Game Objects use this pipeline by default, including Sprites, Graphics
* and Tilemaps. It handles the batching of quads and tris, as well as methods for
* drawing and batching geometry data.
*
* Prior to Phaser v3.50 this pipeline was called the `TextureTintPipeline`.
*
* In previous versions of Phaser only one single texture unit was supported at any one time.
* The Multi Pipeline is an evolution of the old Texture Tint Pipeline, updated to support
* multi-textures for increased performance.
*
* The fragment shader it uses can be found in `shaders/src/Multi.frag`.
* The vertex shader it uses can be found in `shaders/src/Multi.vert`.
*
* The default shader attributes for this pipeline are:
*
* `inPosition` (vec2, offset 0)
* `inTexCoord` (vec2, offset 8)
* `inTexId` (float, offset 16)
* `inTintEffect` (float, offset 20)
* `inTint` (vec4, offset 24, normalized)
*
* The default shader uniforms for this pipeline are:
*
* `uProjectionMatrix` (mat4)
* `uViewMatrix` (mat4)
* `uModelMatrix` (mat4)
* `uMainSampler` (sampler2D array)
*
* If you wish to create a custom pipeline extending from this one, you can use two string
* declarations in your fragment shader source: `%count%` and `%forloop%`, where `count` is
* used to set the number of `sampler2Ds` available, and `forloop` is a block of GLSL code
* that will get the currently bound texture unit.
*
* This pipeline will automatically inject that code for you, should those values exist
* in your shader source. If you wish to handle this yourself, you can also use the
* function `Utils.parseFragmentShaderMaxTextures`.
*
* If you wish to create a pipeline that works from a single texture, or that doesn't have
* internal texture iteration, please see the `SinglePipeline` instead.
*
* @class MultiPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
* @memberof Phaser.Renderer.WebGL.Pipelines
* @constructor
* @since 3.50.0
*
* @param {Phaser.Types.Renderer.WebGL.WebGLPipelineConfig} config - The configuration options for this pipeline.
*/
var MultiPipeline = new Class({
Extends: WebGLPipeline,
initialize:
function MultiPipeline (config)
{
var renderer = config.game.renderer;
var gl = renderer.gl;
var fragmentShaderSource = GetFastValue(config, 'fragShader', ShaderSourceFS);
// Vertex Size = attribute size added together (2 + 2 + 1 + 1 + 4) inc maxTextures
config.fragShader = Utils.parseFragmentShaderMaxTextures(fragmentShaderSource, renderer.maxTextures);
config.vertShader = GetFastValue(config, 'vertShader', ShaderSourceVS);
config.attributes = GetFastValue(config, 'attributes', [
{
name: 'inPosition',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 0,
enabled: false,
location: -1
},
{
name: 'inTexCoord',
size: 2,
type: gl.FLOAT,
normalized: false,
offset: 8,
enabled: false,
location: -1
},
{
name: 'inTexId',
size: 1,
type: gl.FLOAT,
normalized: false,
offset: 16,
enabled: false,
location: -1
},
{
name: 'inTintEffect',
size: 1,
type: gl.FLOAT,
normalized: false,
offset: 20,
enabled: false,
location: -1
},
{
name: 'inTint',
size: 4,
type: gl.UNSIGNED_BYTE,
normalized: true,
offset: 24,
enabled: false,
location: -1
}
]);
config.uniforms = GetFastValue(config, 'uniforms', [
'uProjectionMatrix',
'uViewMatrix',
'uModelMatrix',
'uMainSampler'
]);
WebGLPipeline.call(this, config);
/**
* Float32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#vertexViewF32
* @type {Float32Array}
* @since 3.0.0
*/
this.vertexViewF32 = new Float32Array(this.vertexData);
/**
* Uint32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#vertexViewU32
* @type {Uint32Array}
* @since 3.0.0
*/
this.vertexViewU32 = new Uint32Array(this.vertexData);
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#_tempMatrix1
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix1 = new TransformMatrix();
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#_tempMatrix2
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix2 = new TransformMatrix();
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#_tempMatrix3
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix3 = new TransformMatrix();
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#_tempMatrix4
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.11.0
*/
this._tempMatrix4 = new TransformMatrix();
/**
* Used internally to draw stroked triangles.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#tempTriangle
* @type {array}
* @private
* @since 3.12.0
*/
this.tempTriangle = [
{ x: 0, y: 0, width: 0 },
{ x: 0, y: 0, width: 0 },
{ x: 0, y: 0, width: 0 },
{ x: 0, y: 0, width: 0 }
];
/**
* The tint effect to be applied by the shader in the next geometry draw:
*
* 0 = texture multiplied by color
* 1 = solid color + texture alpha
* 2 = solid color, no texture
* 3 = solid texture, no color
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#tintEffect
* @type {number}
* @private
* @since 3.12.0
*/
this.tintEffect = 2;
/**
* Cached stroke tint.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#strokeTint
* @type {object}
* @private
* @since 3.12.0
*/
this.strokeTint = { TL: 0, TR: 0, BL: 0, BR: 0 };
/**
* Cached fill tint.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#fillTint
* @type {object}
* @private
* @since 3.12.0
*/
this.fillTint = { TL: 0, TR: 0, BL: 0, BR: 0 };
/**
* Internal texture frame reference.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#currentFrame
* @type {Phaser.Textures.Frame}
* @private
* @since 3.12.0
*/
this.currentFrame = { u0: 0, v0: 0, u1: 1, v1: 1 };
/**
* Internal path quad cache.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#firstQuad
* @type {array}
* @private
* @since 3.12.0
*/
this.firstQuad = [ 0, 0, 0, 0, 0 ];
/**
* Internal path quad cache.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#prevQuad
* @type {array}
* @private
* @since 3.12.0
*/
this.prevQuad = [ 0, 0, 0, 0, 0 ];
/**
* Used internally for triangulating a polygon.
*
* @name Phaser.Renderer.WebGL.Pipelines.MultiPipeline#polygonCache
* @type {array}
* @private
* @since 3.12.0
*/
this.polygonCache = [];
},
/**
* Called every time the pipeline is bound by the renderer.
* Sets the shader program, vertex buffer and other resources.
* Should only be called when changing pipeline.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#bind
* @since 3.50.0
*
* @param {boolean} [reset=false] - Should the pipeline be fully re-bound after a renderer pipeline clear?
*
* @return {this} This WebGLPipeline instance.
*/
bind: function (reset)
{
if (reset === undefined) { reset = false; }
WebGLPipeline.prototype.bind.call(this, reset);
this.currentShader.set1iv('uMainSampler', this.renderer.textureIndexes);
return this;
},
/**
* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#setTexture2D
* @since 3.1.0
*
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
*
* @return {number} The assigned texture unit.
*/
setTexture2D: function (texture)
{
if (texture === undefined) { texture = this.renderer.whiteTexture.glTexture; }
this.currentUnit = this.renderer.setTexture2D(texture);
return this.currentUnit;
},
/**
* Uploads the vertex data and emits a draw call for the current batch of vertices.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#flush
* @since 3.0.0
*
* @return {this} This WebGLPipeline instance.
*/
flush: function ()
{
var gl = this.gl;
var vertexCount = this.vertexCount;
var vertexSize = this.vertexSize;
if (vertexCount > 0)
{
if (vertexCount === this.vertexCapacity)
{
gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.DYNAMIC_DRAW);
}
else
{
gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
}
gl.drawArrays(this.topology, 0, vertexCount);
this.vertexCount = 0;
}
return this;
},
/**
* Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchSprite
* @since 3.0.0
*
* @param {(Phaser.GameObjects.Image|Phaser.GameObjects.Sprite)} sprite - The texture based Game Object to add to the batch.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - The transform matrix of the parent container, if set.
*/
batchSprite: function (sprite, camera, parentTransformMatrix)
{
// Will cause a flush if this isn't the current pipeline, vertexbuffer or program
this.renderer.pipelines.set(this);
var camMatrix = this._tempMatrix1;
var spriteMatrix = this._tempMatrix2;
var calcMatrix = this._tempMatrix3;
var frame = sprite.frame;
var texture = frame.glTexture;
var u0 = frame.u0;
var v0 = frame.v0;
var u1 = frame.u1;
var v1 = frame.v1;
var frameX = frame.x;
var frameY = frame.y;
var frameWidth = frame.cutWidth;
var frameHeight = frame.cutHeight;
var customPivot = frame.customPivot;
var displayOriginX = sprite.displayOriginX;
var displayOriginY = sprite.displayOriginY;
var x = -displayOriginX + frameX;
var y = -displayOriginY + frameY;
if (sprite.isCropped)
{
var crop = sprite._crop;
if (crop.flipX !== sprite.flipX || crop.flipY !== sprite.flipY)
{
frame.updateCropUVs(crop, sprite.flipX, sprite.flipY);
}
u0 = crop.u0;
v0 = crop.v0;
u1 = crop.u1;
v1 = crop.v1;
frameWidth = crop.width;
frameHeight = crop.height;
frameX = crop.x;
frameY = crop.y;
x = -displayOriginX + frameX;
y = -displayOriginY + frameY;
}
var flipX = 1;
var flipY = 1;
if (sprite.flipX)
{
if (!customPivot)
{
x += (-frame.realWidth + (displayOriginX * 2));
}
flipX = -1;
}
// Auto-invert the flipY if this is coming from a GLTexture
if (sprite.flipY || (frame.source.isGLTexture && !texture.flipY))
{
if (!customPivot)
{
y += (-frame.realHeight + (displayOriginY * 2));
}
flipY = -1;
}
spriteMatrix.applyITRS(sprite.x, sprite.y, sprite.rotation, sprite.scaleX * flipX, sprite.scaleY * flipY);
camMatrix.copyFrom(camera.matrix);
if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * sprite.scrollFactorX, -camera.scrollY * sprite.scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = sprite.x;
spriteMatrix.f = sprite.y;
}
else
{
spriteMatrix.e -= camera.scrollX * sprite.scrollFactorX;
spriteMatrix.f -= camera.scrollY * sprite.scrollFactorY;
}
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
var xw = x + frameWidth;
var yh = y + frameHeight;
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
var tintTL = Utils.getTintAppendFloatAlpha(sprite.tintTopLeft, camera.alpha * sprite._alphaTL);
var tintTR = Utils.getTintAppendFloatAlpha(sprite.tintTopRight, camera.alpha * sprite._alphaTR);
var tintBL = Utils.getTintAppendFloatAlpha(sprite.tintBottomLeft, camera.alpha * sprite._alphaBL);
var tintBR = Utils.getTintAppendFloatAlpha(sprite.tintBottomRight, camera.alpha * sprite._alphaBR);
if (camera.roundPixels)
{
tx0 = Math.round(tx0);
ty0 = Math.round(ty0);
tx1 = Math.round(tx1);
ty1 = Math.round(ty1);
tx2 = Math.round(tx2);
ty2 = Math.round(ty2);
tx3 = Math.round(tx3);
ty3 = Math.round(ty3);
}
// So batchQuad never assigns a unit to the glTexture, but to the textureSource instead
if (this.shouldFlush(6))
{
this.flush();
}
var unit = this.setGameObject(sprite);
var tintEffect = sprite.tintFill;
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit);
},
/**
* Adds the vertices data into the batch and flushes if full.
*
* Assumes 6 vertices in the following arrangement:
*
* ```
* 0----3
* |\ B|
* | \ |
* | \ |
* | A \|
* | \
* 1----2
* ```
*
* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchQuad
* @since 3.12.0
*
* @param {number} x0 - The top-left x position.
* @param {number} y0 - The top-left y position.
* @param {number} x1 - The bottom-left x position.
* @param {number} y1 - The bottom-left y position.
* @param {number} x2 - The bottom-right x position.
* @param {number} y2 - The bottom-right y position.
* @param {number} x3 - The top-right x position.
* @param {number} y3 - The top-right y position.
* @param {number} u0 - UV u0 value.
* @param {number} v0 - UV v0 value.
* @param {number} u1 - UV u1 value.
* @param {number} v1 - UV v1 value.
* @param {number} tintTL - The top-left tint color value.
* @param {number} tintTR - The top-right tint color value.
* @param {number} tintBL - The bottom-left tint color value.
* @param {number} tintBR - The bottom-right tint color value.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
*
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
*/
batchQuad: function (x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit)
{
if (unit === undefined) { unit = this.currentUnit; }
var hasFlushed = false;
if (this.shouldFlush(6))
{
this.flush();
hasFlushed = true;
unit = this.setTexture2D(texture);
}
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
vertexViewF32[++vertexOffset] = x0;
vertexViewF32[++vertexOffset] = y0;
vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTL;
vertexViewF32[++vertexOffset] = x1;
vertexViewF32[++vertexOffset] = y1;
vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBL;
vertexViewF32[++vertexOffset] = x2;
vertexViewF32[++vertexOffset] = y2;
vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBR;
vertexViewF32[++vertexOffset] = x0;
vertexViewF32[++vertexOffset] = y0;
vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTL;
vertexViewF32[++vertexOffset] = x2;
vertexViewF32[++vertexOffset] = y2;
vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBR;
vertexViewF32[++vertexOffset] = x3;
vertexViewF32[++vertexOffset] = y3;
vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTR;
this.vertexCount += 6;
return hasFlushed;
},
/**
* Adds the vertices data into the batch and flushes if full.
*
* Assumes 3 vertices in the following arrangement:
*
* ```
* 0
* |\
* | \
* | \
* | \
* | \
* 1-----2
* ```
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchTri
* @since 3.12.0
*
* @param {number} x1 - The bottom-left x position.
* @param {number} y1 - The bottom-left y position.
* @param {number} x2 - The bottom-right x position.
* @param {number} y2 - The bottom-right y position.
* @param {number} x3 - The top-right x position.
* @param {number} y3 - The top-right y position.
* @param {number} u0 - UV u0 value.
* @param {number} v0 - UV v0 value.
* @param {number} u1 - UV u1 value.
* @param {number} v1 - UV v1 value.
* @param {number} tintTL - The top-left tint color value.
* @param {number} tintTR - The top-right tint color value.
* @param {number} tintBL - The bottom-left tint color value.
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
*
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
*/
batchTri: function (x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, texture, unit)
{
if (unit === undefined) { unit = this.currentUnit; }
var hasFlushed = false;
if (this.shouldFlush(3))
{
this.flush();
hasFlushed = true;
unit = this.setTexture2D(texture);
}
var vertexViewF32 = this.vertexViewF32;
var vertexViewU32 = this.vertexViewU32;
var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
tintEffect = 1;
vertexViewF32[++vertexOffset] = x1;
vertexViewF32[++vertexOffset] = y1;
vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v0;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTL;
vertexViewF32[++vertexOffset] = x2;
vertexViewF32[++vertexOffset] = y2;
vertexViewF32[++vertexOffset] = u0;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintTR;
vertexViewF32[++vertexOffset] = x3;
vertexViewF32[++vertexOffset] = y3;
vertexViewF32[++vertexOffset] = u1;
vertexViewF32[++vertexOffset] = v1;
vertexViewF32[++vertexOffset] = unit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = tintBL;
this.vertexCount += 3;
return hasFlushed;
},
/**
* Generic function for batching a textured quad using argument values instead of a Game Object.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchTexture
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject.
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad.
* @param {integer} textureWidth - Real texture width.
* @param {integer} textureHeight - Real texture height.
* @param {number} srcX - X coordinate of the quad.
* @param {number} srcY - Y coordinate of the quad.
* @param {number} srcWidth - Width of the quad.
* @param {number} srcHeight - Height of the quad.
* @param {number} scaleX - X component of scale.
* @param {number} scaleY - Y component of scale.
* @param {number} rotation - Rotation of the quad.
* @param {boolean} flipX - Indicates if the quad is horizontally flipped.
* @param {boolean} flipY - Indicates if the quad is vertically flipped.
* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll.
* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll.
* @param {number} displayOriginX - Horizontal origin in pixels.
* @param {number} displayOriginY - Vertical origin in pixels.
* @param {number} frameX - X coordinate of the texture frame.
* @param {number} frameY - Y coordinate of the texture frame.
* @param {number} frameWidth - Width of the texture frame.
* @param {number} frameHeight - Height of the texture frame.
* @param {integer} tintTL - Tint for top left.
* @param {integer} tintTR - Tint for top right.
* @param {integer} tintBL - Tint for bottom left.
* @param {integer} tintBR - Tint for bottom right.
* @param {number} tintEffect - The tint effect.
* @param {number} uOffset - Horizontal offset on texture coordinate.
* @param {number} vOffset - Vertical offset on texture coordinate.
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container.
* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
* @param {number} [textureUnit] - Use the currently bound texture unit?
*/
batchTexture: function (
gameObject,
texture,
textureWidth, textureHeight,
srcX, srcY,
srcWidth, srcHeight,
scaleX, scaleY,
rotation,
flipX, flipY,
scrollFactorX, scrollFactorY,
displayOriginX, displayOriginY,
frameX, frameY, frameWidth, frameHeight,
tintTL, tintTR, tintBL, tintBR, tintEffect,
uOffset, vOffset,
camera,
parentTransformMatrix,
skipFlip,
textureUnit)
{
var renderer = this.renderer;
renderer.pipelines.set(this, gameObject);
var camMatrix = this._tempMatrix1;
var spriteMatrix = this._tempMatrix2;
var calcMatrix = this._tempMatrix3;
var u0 = (frameX / textureWidth) + uOffset;
var v0 = (frameY / textureHeight) + vOffset;
var u1 = (frameX + frameWidth) / textureWidth + uOffset;
var v1 = (frameY + frameHeight) / textureHeight + vOffset;
var width = srcWidth;
var height = srcHeight;
var x = -displayOriginX;
var y = -displayOriginY;
if (gameObject.isCropped)
{
var crop = gameObject._crop;
width = crop.width;
height = crop.height;
srcWidth = crop.width;
srcHeight = crop.height;
frameX = crop.x;
frameY = crop.y;
var ox = frameX;
var oy = frameY;
if (flipX)
{
ox = (frameWidth - crop.x - crop.width);
}
if (flipY && !texture.isRenderTexture)
{
oy = (frameHeight - crop.y - crop.height);
}
u0 = (ox / textureWidth) + uOffset;
v0 = (oy / textureHeight) + vOffset;
u1 = (ox + crop.width) / textureWidth + uOffset;
v1 = (oy + crop.height) / textureHeight + vOffset;
x = -displayOriginX + frameX;
y = -displayOriginY + frameY;
}
// Invert the flipY if this is a RenderTexture
flipY = flipY ^ (!skipFlip && texture.isRenderTexture ? 1 : 0);
if (flipX)
{
width *= -1;
x += srcWidth;
}
if (flipY)
{
height *= -1;
y += srcHeight;
}
var xw = x + width;
var yh = y + height;
spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentTransformMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = srcX;
spriteMatrix.f = srcY;
}
else
{
spriteMatrix.e -= camera.scrollX * scrollFactorX;
spriteMatrix.f -= camera.scrollY * scrollFactorY;
}
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
if (camera.roundPixels)
{
tx0 = Math.round(tx0);
ty0 = Math.round(ty0);
tx1 = Math.round(tx1);
ty1 = Math.round(ty1);
tx2 = Math.round(tx2);
ty2 = Math.round(ty2);
tx3 = Math.round(tx3);
ty3 = Math.round(ty3);
}
if (textureUnit === undefined)
{
textureUnit = this.renderer.setTexture2D(texture);
}
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
},
/**
* Adds a Texture Frame into the batch for rendering.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchTextureFrame
* @since 3.12.0
*
* @param {Phaser.Textures.Frame} frame - The Texture Frame to be rendered.
* @param {number} x - The horizontal position to render the texture at.
* @param {number} y - The vertical position to render the texture at.
* @param {number} tint - The tint color.
* @param {number} alpha - The alpha value.
* @param {Phaser.GameObjects.Components.TransformMatrix} transformMatrix - The Transform Matrix to use for the texture.
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - A parent Transform Matrix.
*/
batchTextureFrame: function (
frame,
x, y,
tint, alpha,
transformMatrix,
parentTransformMatrix
)
{
this.renderer.pipelines.set(this);
var spriteMatrix = this._tempMatrix1.copyFrom(transformMatrix);
var calcMatrix = this._tempMatrix2;
var xw = x + frame.width;
var yh = y + frame.height;
if (parentTransformMatrix)
{
spriteMatrix.multiply(parentTransformMatrix, calcMatrix);
}
else
{
calcMatrix = spriteMatrix;
}
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
var unit = this.renderer.setTextureSource(frame.source);
tint = Utils.getTintAppendFloatAlpha(tint, alpha);
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, 0, frame.glTexture, unit);
},
/**
* Pushes a filled rectangle into the vertex batch.
*
* The dimensions are run through `Math.floor` before the quad is generated.
*
* Rectangle has no transform values and isn't transformed into the local space.
*
* Used for directly batching untransformed rectangles, such as Camera background colors.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#drawFillRect
* @since 3.12.0
*
* @param {number} x - Horizontal top left coordinate of the rectangle.
* @param {number} y - Vertical top left coordinate of the rectangle.
* @param {number} width - Width of the rectangle.
* @param {number} height - Height of the rectangle.
* @param {number} color - Color of the rectangle to draw.
* @param {number} alpha - Alpha value of the rectangle to draw.
*/
drawFillRect: function (x, y, width, height, color, alpha)
{
x = Math.floor(x);
y = Math.floor(y);
var xw = Math.floor(x + width);
var yh = Math.floor(y + height);
var white = this.renderer.whiteTexture.glTexture;
var unit = this.renderer.setTexture2D(white);
var tint = Utils.getTintAppendFloatAlphaAndSwap(color, alpha);
this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 2, white, unit);
},
/**
* Pushes a filled rectangle into the vertex batch.
* Rectangle factors in the given transform matrices before adding to the batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchFillRect
* @since 3.12.0
*
* @param {number} x - Horizontal top left coordinate of the rectangle.
* @param {number} y - Vertical top left coordinate of the rectangle.
* @param {number} width - Width of the rectangle.
* @param {number} height - Height of the rectangle.
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
*/
batchFillRect: function (x, y, width, height, currentMatrix, parentMatrix)
{
this.renderer.pipelines.set(this);
var calcMatrix = this._tempMatrix3;
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
if (parentMatrix)
{
parentMatrix.multiply(currentMatrix, calcMatrix);
}
var xw = x + width;
var yh = y + height;
var x0 = calcMatrix.getX(x, y);
var y0 = calcMatrix.getY(x, y);
var x1 = calcMatrix.getX(x, yh);
var y1 = calcMatrix.getY(x, yh);
var x2 = calcMatrix.getX(xw, yh);
var y2 = calcMatrix.getY(xw, yh);
var x3 = calcMatrix.getX(xw, y);
var y3 = calcMatrix.getY(xw, y);
var frame = this.currentFrame;
var tint = this.fillTint;
this.batchQuad(x0, y0, x1, y1, x2, y2, x3, y3, frame.u0, frame.v0, frame.u1, frame.v1, tint.TL, tint.TR, tint.BL, tint.BR, this.tintEffect);
},
/**
* Pushes a filled triangle into the vertex batch.
* Triangle factors in the given transform matrices before adding to the batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchFillTriangle
* @since 3.12.0
*
* @param {number} x0 - Point 0 x coordinate.
* @param {number} y0 - Point 0 y coordinate.
* @param {number} x1 - Point 1 x coordinate.
* @param {number} y1 - Point 1 y coordinate.
* @param {number} x2 - Point 2 x coordinate.
* @param {number} y2 - Point 2 y coordinate.
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
*/
batchFillTriangle: function (x0, y0, x1, y1, x2, y2, currentMatrix, parentMatrix)
{
this.renderer.pipelines.set(this);
var calcMatrix = this._tempMatrix3;
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
if (parentMatrix)
{
parentMatrix.multiply(currentMatrix, calcMatrix);
}
var tx0 = calcMatrix.getX(x0, y0);
var ty0 = calcMatrix.getY(x0, y0);
var tx1 = calcMatrix.getX(x1, y1);
var ty1 = calcMatrix.getY(x1, y1);
var tx2 = calcMatrix.getX(x2, y2);
var ty2 = calcMatrix.getY(x2, y2);
var frame = this.currentFrame;
var u0 = frame.u0;
var v0 = frame.v0;
var u1 = frame.u1;
var v1 = frame.v1;
var tint = this.fillTint;
this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, u0, v0, u1, v1, tint.TL, tint.TR, tint.BL, this.tintEffect);
},
/**
* Pushes a stroked triangle into the vertex batch.
* Triangle factors in the given transform matrices before adding to the batch.
* The triangle is created from 3 lines and drawn using the `batchStrokePath` method.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchStrokeTriangle
* @since 3.12.0
*
* @param {number} x0 - Point 0 x coordinate.
* @param {number} y0 - Point 0 y coordinate.
* @param {number} x1 - Point 1 x coordinate.
* @param {number} y1 - Point 1 y coordinate.
* @param {number} x2 - Point 2 x coordinate.
* @param {number} y2 - Point 2 y coordinate.
* @param {number} lineWidth - The width of the line in pixels.
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
*/
batchStrokeTriangle: function (x0, y0, x1, y1, x2, y2, lineWidth, currentMatrix, parentMatrix)
{
var tempTriangle = this.tempTriangle;
tempTriangle[0].x = x0;
tempTriangle[0].y = y0;
tempTriangle[0].width = lineWidth;
tempTriangle[1].x = x1;
tempTriangle[1].y = y1;
tempTriangle[1].width = lineWidth;
tempTriangle[2].x = x2;
tempTriangle[2].y = y2;
tempTriangle[2].width = lineWidth;
tempTriangle[3].x = x0;
tempTriangle[3].y = y0;
tempTriangle[3].width = lineWidth;
this.batchStrokePath(tempTriangle, lineWidth, false, currentMatrix, parentMatrix);
},
/**
* Adds the given path to the vertex batch for rendering.
*
* It works by taking the array of path data and then passing it through Earcut, which
* creates a list of polygons. Each polygon is then added to the batch.
*
* The path is always automatically closed because it's filled.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchFillPath
* @since 3.12.0
*
* @param {array} path - Collection of points that represent the path.
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
*/
batchFillPath: function (path, currentMatrix, parentMatrix)
{
this.renderer.pipelines.set(this);
var calcMatrix = this._tempMatrix3;
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
if (parentMatrix)
{
parentMatrix.multiply(currentMatrix, calcMatrix);
}
var length = path.length;
var polygonCache = this.polygonCache;
var polygonIndexArray;
var point;
var tintTL = this.fillTint.TL;
var tintTR = this.fillTint.TR;
var tintBL = this.fillTint.BL;
var tintEffect = this.tintEffect;
for (var pathIndex = 0; pathIndex < length; ++pathIndex)
{
point = path[pathIndex];
polygonCache.push(point.x, point.y);
}
polygonIndexArray = Earcut(polygonCache);
length = polygonIndexArray.length;
var frame = this.currentFrame;
var u0 = frame.u0;
var v0 = frame.v0;
var u1 = frame.u1;
var v1 = frame.v1;
for (var index = 0; index < length; index += 3)
{
var p0 = polygonIndexArray[index + 0] * 2;
var p1 = polygonIndexArray[index + 1] * 2;
var p2 = polygonIndexArray[index + 2] * 2;
var x0 = polygonCache[p0 + 0];
var y0 = polygonCache[p0 + 1];
var x1 = polygonCache[p1 + 0];
var y1 = polygonCache[p1 + 1];
var x2 = polygonCache[p2 + 0];
var y2 = polygonCache[p2 + 1];
var tx0 = calcMatrix.getX(x0, y0);
var ty0 = calcMatrix.getY(x0, y0);
var tx1 = calcMatrix.getX(x1, y1);
var ty1 = calcMatrix.getY(x1, y1);
var tx2 = calcMatrix.getX(x2, y2);
var ty2 = calcMatrix.getY(x2, y2);
this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect);
}
polygonCache.length = 0;
},
/**
* Adds the given path to the vertex batch for rendering.
*
* It works by taking the array of path data and calling `batchLine` for each section
* of the path.
*
* The path is optionally closed at the end.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchStrokePath
* @since 3.12.0
*
* @param {array} path - Collection of points that represent the path.
* @param {number} lineWidth - The width of the line segments in pixels.
* @param {boolean} pathOpen - Indicates if the path should be closed or left open.
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
*/
batchStrokePath: function (path, lineWidth, pathOpen, currentMatrix, parentMatrix)
{
this.renderer.pipelines.set(this);
// Reset the closePath booleans
this.prevQuad[4] = 0;
this.firstQuad[4] = 0;
var pathLength = path.length - 1;
for (var pathIndex = 0; pathIndex < pathLength; pathIndex++)
{
var point0 = path[pathIndex];
var point1 = path[pathIndex + 1];
this.batchLine(
point0.x,
point0.y,
point1.x,
point1.y,
point0.width / 2,
point1.width / 2,
lineWidth,
pathIndex,
!pathOpen && (pathIndex === pathLength - 1),
currentMatrix,
parentMatrix
);
}
},
/**
* Creates a line out of 4 quads and adds it to the vertex batch based on the given line values.
* Assumes a texture has already been set, prior to calling this function.
*
* @method Phaser.Renderer.WebGL.Pipelines.MultiPipeline#batchLine
* @since 3.12.0
*
* @param {number} ax - X coordinate to the start of the line
* @param {number} ay - Y coordinate to the start of the line
* @param {number} bx - X coordinate to the end of the line
* @param {number} by - Y coordinate to the end of the line
* @param {number} aLineWidth - Width of the start of the line
* @param {number} bLineWidth - Width of the end of the line
* @param {Float32Array} currentMatrix - Parent matrix, generally used by containers
*/
batchLine: function (ax, ay, bx, by, aLineWidth, bLineWidth, lineWidth, index, closePath, currentMatrix, parentMatrix)
{
this.renderer.pipelines.set(this);
var calcMatrix = this._tempMatrix3;
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
if (parentMatrix)
{
parentMatrix.multiply(currentMatrix, calcMatrix);
}
var dx = bx - ax;
var dy = by - ay;
var len = Math.sqrt(dx * dx + dy * dy);
var al0 = aLineWidth * (by - ay) / len;
var al1 = aLineWidth * (ax - bx) / len;
var bl0 = bLineWidth * (by - ay) / len;
var bl1 = bLineWidth * (ax - bx) / len;
var lx0 = bx - bl0;
var ly0 = by - bl1;
var lx1 = ax - al0;
var ly1 = ay - al1;
var lx2 = bx + bl0;
var ly2 = by + bl1;
var lx3 = ax + al0;
var ly3 = ay + al1;
// tx0 = bottom right
var brX = calcMatrix.getX(lx0, ly0);
var brY = calcMatrix.getY(lx0, ly0);
// tx1 = bottom left
var blX = calcMatrix.getX(lx1, ly1);
var blY = calcMatrix.getY(lx1, ly1);
// tx2 = top right
var trX = calcMatrix.getX(lx2, ly2);
var trY = calcMatrix.getY(lx2, ly2);
// tx3 = top left
var tlX = calcMatrix.getX(lx3, ly3);
var tlY = calcMatrix.getY(lx3, ly3);
var tint = this.strokeTint;
var tintEffect = this.tintEffect;
var tintTL = tint.TL;
var tintTR = tint.TR;
var tintBL = tint.BL;
var tintBR = tint.BR;
var frame = this.currentFrame;
var u0 = frame.u0;
var v0 = frame.v0;
var u1 = frame.u1;
var v1 = frame.v1;
// TL, BL, BR, TR
this.batchQuad(tlX, tlY, blX, blY, brX, brY, trX, trY, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
if (lineWidth <= 2)
{
// No point doing a linejoin if the line isn't thick enough
return;
}
var prev = this.prevQuad;
var first = this.firstQuad;
if (index > 0 && prev[4])
{
this.batchQuad(tlX, tlY, blX, blY, prev[0], prev[1], prev[2], prev[3], u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
}
else
{
first[0] = tlX;
first[1] = tlY;
first[2] = blX;
first[3] = blY;
first[4] = 1;
}
if (closePath && first[4])
{
// Add a join for the final path segment
this.batchQuad(brX, brY, trX, trY, first[0], first[1], first[2], first[3], u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
}
else
{
// Store it
prev[0] = brX;
prev[1] = brY;
prev[2] = trX;
prev[3] = trY;
prev[4] = 1;
}
}
});
module.exports = MultiPipeline;